/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#include "ByteBuffer.h"
#include "ReactorAI.h"
#include "Errors.h"
#include "Log.h"
#include "ObjectAccessor.h"
#include "CreatureAIImpl.h"

#define REACTOR_VISIBLE_RANGE (26.46f)

int ReactorAI::Permissible(const Creature *creature)
{
    if (creature->isCivilian() || creature->IsNeutralToAll())
        return PERMIT_BASE_REACTIVE;

    return PERMIT_BASE_NO;
}

void ReactorAI::MoveInLineOfSight(Unit *) { }

void ReactorAI::UpdateAI(const uint32 /*time_diff*/)
{
    // update i_victimGuid if me->getVictim() !=0 and changed
    if (!UpdateVictim())
        return;

    if (me->isAttackReady())
    {
        if (me->IsWithinMeleeRange(me->getVictim()))
        {
            me->AttackerStateUpdate(me->getVictim());
            me->resetAttackTimer();
        }
    }
}
